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July 26, 2014
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July 26, 2014
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Updates » Design
The dos and don'ts of designing VR games 6
by Mike Rose [07.08.14]
nDreams' Patrick O'Luanaigh discusses the many dos and don'ts of VR game design that his company has discovered through its experiments with the Oculus Rift and Sony's Morpheus.
Console/PC, Programming, Audio, Design

Developing for procedural dynamism in Unity  
by Gamasutra Community [07.08.14]
The development process for starting a fully dynamic voxel-based toybox tank game in Unity, and all of the technical challenges that have arisen so far.
Smartphone/Tablet, Indie, Programming, Design

GDC Europe State of the Industry: PC and mobile reign, crowdfunding heats up 1
by GDC Staff [07.08.14]
Organizers of GDC Europe 2014 have released the results of the second annual European State of the Industry Survey, which reveals trends around regional development hubs, tax incentives and platform preferences.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, Production, Business/Marketing, GDC Europe

There is nothing to 'do' in OReilly's Mountain - and that's a good thing Exclusive 39
by Leigh Alexander [07.08.14]
Artist David OReilly's Mountain feels like a rebellion against everything that's been bothering me.
Console/PC, Smartphone/Tablet, Indie, Programming, Art, Design, Exclusive

Video: Diverse voices sharing countless ideas in GDC 2012 Microtalks 1
by Staff [07.07.14]
Industry veterans like Amy Hennig, Cliff Bleszinski, and Richard Lemarchand give great, rapid-fire presentations on the theme of "Playing for Time" during the Microtalks session at GDC 2012.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, Video, Vault

Get a job: Volition is hiring a Senior Audio Designer  
by Staff [07.07.14]
Audio experts, take note: Deep Silver Volition, known for the Saints Row franchise, is seeking a senior audio designer to join them in their Champaign, Illinois offices.
Console/PC, Social/Online, Audio, Design, Production, Recruitment

This Week in Video Game Criticism: From Rapture to No Man's Land  
by Kris Ligman [07.07.14]
This week, our partnership with game criticism site Critical Distance brings us picks from Kris Ligman on topics ranging from Valiant Hearts' treatment of World War I to the one type of blood you still don't see in video games.
Console/PC, Social/Online, Indie, Design

Don't Miss: How paid YouTuber coverage boosted Guns of Icarus Online 39
by Gamasutra Community [07.07.14]
The charts and graphs in this Guns of Icarus Online postmortem help explain how sponsored YouTube videos, Steam deals and player support can drive a game's success.
Console/PC, Social/Online, Indie, Design, Production, Business/Marketing

Oculus VR has its own developer event 1
by Kris Graft [07.07.14]
In an effort to directly foster its relationship with creators, Oculus VR said today it would host a new developer-centric event this year.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Business/Marketing

Blog: The 'fast follow' in mobile games is obsolete 8
by Gamasutra Community [07.07.14]
"The strategy is relatively self-explanatory: hit games are cloned ASAP in an attempt to steal away players (and profits). Letís investigate into the reasons why itís in trouble."
Smartphone/Tablet, Design, Production, Business/Marketing

Blog: The journey of an aspiring creative director 2
by Gamasutra Community [07.07.14]
Trent Polack tells the story of how he went from outsider to creative director in five years. "As far as I'm concerned it's the team you work with and the energy you share that makes for the best jobs and the best games."
Console/PC, Indie, Design

GDC Europe 2014 adds fresh talks from Oculus and Telltale Games  
by Staff [07.07.14]
Designers from Telltale Games and Oculus VR join the lineup of speakers exploring the art and business of games at GDC Europe 2014 this August in Cologne.
Console/PC, Smartphone/Tablet, Indie, Programming, Design, Production, Business/Marketing, GDC Europe

5 tips for making a cross-platform game for mobile and PC Exclusive 12
by Mike Rose [07.07.14]
Many studios right now are attempting to build and release games for both mobile and PC platforms, and it's fair to say that many such attempts aren't going off without a hitch.
Console/PC, Smartphone/Tablet, Design, Business/Marketing, Exclusive

Video blog: History, slavery, and violence in Assassin's Creed 2
by Gamasutra Community [07.04.14]
A look at "slavery and black life in the 18th Century Atlantic World" and its portrayal in the Assassin's Creed series from college professor Bob Whitaker and historian Jessica W. Luther.
Console/PC, Design

Video: Designing for mystery in Kentucky Route Zero  
by Staff [07.04.14]
As part of the GDC 2014 Independent Games Summit, Cardboard Computer's Jake Elliott speaks briefly about how their development process evolved to focus on creating mystery, rather than puzzles.
Console/PC, Indie, Art, Audio, Design, Production, Video, Vault

Hotline Miami's Jonatan Soderstrom on inspiration, collaboration 1
by Gamasutra Community [07.04.14]
"A lot of the ideas are based on tiny things I see in other people's games, other ideas come from paintings, movies, comics or books that do interesting things I haven't encountered before."
Console/PC, Indie, Design, Production

Can joy be more 'adult' than violence? Exclusive 28
by Leigh Alexander [07.04.14]
"Adult content" rules commercial games -- but repetitive, blistering violence gets dull. Honeyslug's Ricky Haggett and Funomena's Robin Hunicke look at joy, as an alternative quality of mature games.
Console/PC, Indie, Programming, Art, Design, Exclusive

How Nintendo created Splatoon for the kid in all of us 9
by Christian Nutt [07.03.14]
"I think everyone kind of remembers being a kid and would be like, 'Great, I'm just going to go crazy.' I think if anyone has something like that still left in them, they'll definitely be able to enjoy this game."
Console/PC, Design, Production

Get a job: Sucker Punch seeks a Lead Mission Designer  
by Staff [07.03.14]
InFamous: Second Son developer Sucker Punch is looking to hire an experienced mission designer to take on a lead role alongside the team in the studio's Bellevue, WA office.
Console/PC, Design, Production, Recruitment

Don't Miss: Breaking the NES - Developing Shovel Knight 18
by Gamasutra Community [07.03.14]
Yacht Club Games programmer David D'Angelo details how breaking but "being aware of the rules... led to the game feeling clear and simple; one of the hallmarks of a great NES game."
Console/PC, Indie, Programming, Art, Audio, Design